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		[page:Texture] &rarr;

		<h1>[name]</h1>

		<p class="desc">
		This class can be used to automatically save the depth information of a rendering into a texture.
		When using a WebGL 1 rendering context, [name] requires support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ WEBGL_depth_texture] extension.
		</p>

		<h2>Examples</h2>

		<p>
			[example:webgl_depth_texture depth / texture]
		</p>

		<h2>Constructor</h2>
		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>

		<p>
		[page:Number width] -- width of the texture.<br />

		[page:Number height] -- height of the texture.<br />

		[page:Constant type] -- Default is [page:Textures THREE.UnsignedIntType] when using [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat].
		See [page:Textures type constants] for other choices.<br />

		[page:Constant mapping] --
		See [page:Textures mapping mode constants] for details.<br />

		[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
		See [page:Textures wrap mode constants] for other choices.<br />

		[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
		See [page:Textures wrap mode constants] for other choices.<br />

		[page:Constant magFilter] -- How the texture is sampled when a texel covers more than one pixel.
		The default is [page:Textures THREE.NearestFilter]. See [page:Textures magnification filter constants] for other choices.<br />

		[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
		The default is [page:Textures THREE.NearestFilter]. See [page:Textures minification filter constants] for other choices.<br />

		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
		Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br />

		[page:Constant format] -- must be either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
		See [page:Textures format constants] for details.<br />
		</p>


		<h2>Properties</h2>

		<p>
		See the base [page:Texture Texture] class for common properties
		- the following are also part of the texture class, but have different defaults here.
		</p>

		<h3>[page:Texture.format format]</h3>
		<p>
		Either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
		See [page:Textures format constants] for details.<br />
		</p>

		<h3>[page:Texture.type type]</h3>
		<p>
		Default is [page:Textures THREE.UnsignedIntType] when using [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat].
		See [page:Textures format constants] for details.<br />
		</p>

		<h3>[page:Texture.magFilter magFilter]</h3>
		<p>
		  How the texture is sampled when a texel covers more than one pixel.
			The default is [page:Textures THREE.NearestFilter].
		  See [page:Textures magnification filter constants] for other choices.
		</p>

		<h3>[page:Texture.minFilter minFilter]</h3>
		<p>
		How the texture is sampled when a texel covers less than one pixel.
		The default is [page:Textures THREE.NearestFilter].
		See [page:Textures magnification filter constants] for other choices.
		</p>

		<h3>[page:Texture.flipY flipY]</h3>
		<p>
		Depth textures do not need to be flipped so this is `false` by default.
		</p>

		<h3>[page:Texture.generateMipmaps .generateMipmaps]</h3>
		<p>
		Depth textures do not use mipmaps.
		</p>

		<h3>[property:Boolean isDepthTexture]</h3>
		<p>
			Read-only flag to check if a given object is of type [name].
		</p>

		<h2>Methods</h2>

		<p>
		See the base [page:Texture Texture] class for common methods.
		</p>


		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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